//All lines must end with a ; (semicolon) or else the game's precompiler will error//Exception to this rule is when defining a effectdef or particle def (see below)//Text Version 1.0

[effectdef] //Header for an effect definition{ id = Effect_M4BCasingFP; //Name of the effect for use in the .def files pdefs = M4_BCasing, M4_BCasingSmoke; //Names of the particles usedfor this particular effect

}

[particledef] //Header for a particle definition{id = M4_BCasing; //Name of the particlechild_id = Smokey; //id of the particle that will be used simultaneously or after this particle expiresflags = COLLIDEBOUNCE EMITVECTOR GFXFLIPRAND ; //Special effects flags for this particle, List of flags at bottom of Help filemove = NORMAL ; //Move flags for this particle, List of flags at bottom of Help filelod = 0.000; //Level of Detail value for thisparticular particle

emit_dur = 1.000; //Used for smoke particles, duration the particle is emitted emit_dur_adj = 0.000; //Duration modifier, typically zero emit_rate = 1.000; //Used for smoke particles, rate at which the smoke is emitted (nonnegative) emit_rate_adj = 0.000; //Rate modifier, typically 0, adds this value to initial rate per second emit_delay = 0.000; //Delay, in seconds, before the particle is rendered emit_burst = 1; emit_maxoverride = 0; //Maximum number of frames that can be rendered during its duration (for each particular emitter!) (nonnegative integers) emit_dur = 1.000; y_offset = 0.000; //Offset from the emitting point on the y-axis z_offset = 0.000; //Offset from the emitting point on the z-axis emit_shape = 0; //Shape of the Area around the emitting point. Particle will emit anywhere in this area. 0 is a Box, 1 is a Ball(or vice versa) emit_shape_size = 0.000, 0.000, 0.000; //Distance in X, Y, Z from the emitting point that defines the skew and size of the area's shape emit_shape_size_skip = 0.000, 0.000, 0.000; //Distance in X, Y, Z from the emitting point that defines the area where the majority of the particles are rendered from.

FLAGS:BURSTDISTRIBUTECOLLIDEBOUNCE //This particle will bounce off when it hits some objectsCOLLIDEKILL //This particle will "die" when it hits another object or groundCONTROLEDALLIGNMENTEMITVECTOR //This particle is emitted on a particular vectorFOREVEREMIT //This particle will not "die"GFXFLIPRAND //This particle Randomly flips through the graphic targasGLOBALWINDHAZEINITIALYCLIPNOVISNOUPDATEONMYDEATH //Typically used when assigned a child particle, the child will emit when this particle "dies"POSITIONRELATIVEPOSITIONINTERPOLATE //Normally seen on ammo types (like the AT4 and RPG), trails the round. Interestingly, there is a particle definition for a flamethrower, which implies that a stream of fire or water may be created from an "automatic" weaponSIGNEDROTATIONS //This particle can rotate in any directionTOPALIGNUSEPARENTALPHA //uses the Alpha of its parent particleUSEPARENTCOLOR //Uses the color of its parent particleUSEPARENTROTATIONS //Rotates the same way as its parent particleUSEPARENTSCALEYAWANDPITCH

MOVE FLAGSNORMAL //This particle has no special movementGRAVITATE //This particle will stick towards the groundORBIT //This particle will try to circle around its emitting userpoint